Crystal Camouflage. The Crystal Imp has advantage on Dexterity (Stealth) checks made to hide in crystalline environments.
Reflective Skin: When the Crystal Imp is hit by a spell attack, roll a d6. On a 5-6, the spell is reflected back at the caster as if it originated from the imp, turning the caster into the target.
Innate Spellcasting: The Crystal Imp's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
- At will: Invisibility (self only)
Summon Fiendish Crystal Swarm (1/Day): The Crystal Imp can use an action to summon a Fiendish Crystal Swarm. The swarm appears in an unoccupied space within 30 feet of the Crystal Imp and acts immediately on the imp's initiative count. The swarm remains for 1 minute, until it drops to 0 hit points, or until the imp dismisses it as a bonus action.
Actions
Multiattack: The Crystal Imp makes two attacks: one with its Claws and one with its Sting.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Sting: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
This small being, made up of jagged crystalline structures that seems to both absorb and reflect all light around it, resembles the fiendish imps that roam around and serve the masters of the hells.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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